Merge pull request #8902 from KebsCS/pr-hotreload-lasttp

Add /lasttp to hot reload
This commit is contained in:
Dennis Felsing 2024-09-06 16:24:48 +00:00 committed by GitHub
commit e4282f100a
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GPG key ID: B5690EEEBB952194
3 changed files with 20 additions and 0 deletions

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@ -123,6 +123,13 @@ bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos)
delete GameServer()->m_apSavedTees[m_pPlayer->GetCid()];
GameServer()->m_apSavedTees[m_pPlayer->GetCid()] = nullptr;
}
if(GameServer()->m_apSavedTeleTees[m_pPlayer->GetCid()])
{
m_pPlayer->m_LastTeleTee = *GameServer()->m_apSavedTeleTees[m_pPlayer->GetCid()];
delete GameServer()->m_apSavedTeleTees[m_pPlayer->GetCid()];
GameServer()->m_apSavedTeleTees[m_pPlayer->GetCid()] = nullptr;
}
}
return true;

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@ -108,6 +108,9 @@ void CGameContext::Construct(int Resetting)
for(auto &pSavedTee : m_apSavedTees)
pSavedTee = nullptr;
for(auto &pSavedTeleTee : m_apSavedTeleTees)
pSavedTeleTee = nullptr;
for(auto &pSavedTeam : m_apSavedTeams)
pSavedTeam = nullptr;
@ -131,6 +134,9 @@ void CGameContext::Destruct(int Resetting)
for(auto &pSavedTee : m_apSavedTees)
delete pSavedTee;
for(auto &pSavedTeleTee : m_apSavedTeleTees)
delete pSavedTeleTee;
for(auto &pSavedTeam : m_apSavedTeams)
delete pSavedTeam;
@ -1712,6 +1718,9 @@ void CGameContext::OnClientDrop(int ClientId, const char *pReason)
delete m_apSavedTees[ClientId];
m_apSavedTees[ClientId] = nullptr;
delete m_apSavedTeleTees[ClientId];
m_apSavedTeleTees[ClientId] = nullptr;
m_aTeamMapping[ClientId] = -1;
m_VoteUpdate = true;
@ -3212,6 +3221,9 @@ void CGameContext::ConHotReload(IConsole::IResult *pResult, void *pUserData)
pSelf->m_apSavedTees[i] = new CSaveTee();
pSelf->m_apSavedTees[i]->Save(pSelf->GetPlayerChar(i), false);
if(pSelf->m_apPlayers[i])
pSelf->m_apSavedTeleTees[i] = new CSaveTee(pSelf->m_apPlayers[i]->m_LastTeleTee);
// Save the team state
pSelf->m_aTeamMapping[i] = pSelf->GetDDRaceTeam(i);

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@ -183,6 +183,7 @@ public:
bool m_aPlayerHasInput[MAX_CLIENTS];
CSaveTeam *m_apSavedTeams[MAX_CLIENTS];
CSaveTee *m_apSavedTees[MAX_CLIENTS];
CSaveTee *m_apSavedTeleTees[MAX_CLIENTS];
int m_aTeamMapping[MAX_CLIENTS];
// returns last input if available otherwise nulled PlayerInput object